Additional Skullgirls Patch Change Notes From UltraChen TV

By on May 23, 2012 at 12:22 pm

The latest episode of UltraChen TV wrapped up last night, and special guest Mike Z has unveiled even more changes set to come in the upcoming Skullgirls patch. Below is a list of changes that weren’t covered in Mike Z’s first patch rundown, as seen on The Mix-Up. Note that Hornet Bomber has changed again since the last build, hopefully in a way that will act as a compromise to both sides of the “nerf it/leave it alone” argument.

As with the other list of changes, none of this is final.

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General Changes
  • Five frame leniency buffer has been added for chains, allowing you to do combos with “marvel timing.”
  • The second player can now config buttons in in training mode and the options menu.
  • Holding down buttons no longer locks inputs in button config.
  • As long as the second player has hit one button in button config, button config won’t close for them when another play chooses “accept”.
  • Air normals and air command normals are now counted as the same move in the iPS.
  • Mike Z said the IPS changes has reduced everyone’s maximum damage output by 1,500-2,000.
  • Mike Z hopes the patch will come out mid-June though the date is not official.
  • Hornet Bomber  causes untechable knockdown again.
  • Hornet Bomber bounces you lower than it used to. It still lets you follow up with a combo but it’s more likely that you will use up your OTG.
  • Hornet Bomber cancel window has been reduced.
  • Double’s first medium kick has been slowed by one frame.
Ms. Fortune
  • Rekkas can no longer be canceled into head recall
  • Meter gain on GARBAGE DAY has been normalized. Now builds a third of what it used to.
  • Peacock gains a third of the meter she usually would when charging an item drop.
  • Peacock’s teleport now ends closer to the opponent than it used to.
  • Peacock’s teleport is now four frames slower on recovery, but starts up faster.
  • Cerebella has received an across the board damage nerf. Her basic combos do about 1,500-2,000 damage less.
  • Jumping MP knocks you down further than it used to. j.MP-j.MK no longer works in the corner.
  • Nothing else has been changed since the last build.
  • Valentine’s jumping hard punch now knocks you higher in the air
  • The tweak to Buer Thresher’s damage scaling has been returned to normal
  • Painwheel’s new Lightning Legs style pinion dash can be chosen as a custom assist by pressing down and two kicks.
  • Trajectory on the first hit of Fenrir Drive has been slightly changed. It can now DHC out of EKG Flatliner.
  • Fenrir Drive has been given slightly more recovery.

Source: UltraChen TV

Angelo M. D’Argenio A.K.A. MyLifeIsAnRPG got his start in the fighting game community as a young boy playing Street Fighter II in arcades down at the Jersey Shore. As president of Disorganization XIII, he travels the convention circuit presenting a variety of panels from discussions on gamer culture, to stick modding workshops, to fighting game comedy acts. He has a passion for looking at the fighting game community from an academic standpoint and has completed several studies on effective fighting game learning and the impact fighting games have on social circles. A six year veteran of the gaming industry, he also writes for Cheat Code Central and is a lead game designer for Ember Games. On Tuesdays, you can find him getting bodied by Chris G and getting mistaken for Seth Rogen at The Break.